@Blackrobe: Also, here is a link to last nights game if you want to get an idea. We played a three hour time limit game, performance began to really drop after the two hour mark but there were easily over 5000 units in the game.

Thanks Sprouto & Stashrider!Unfortunately the dropbox link you gave me is: 404 "file isn't here anymore...." The twitch link works; so I'll check it out later.You never know, I might come and join in some time, and represent the Australian contingent of the UEF....or Cybran if I feel like it

Tanksy wrote:I fail to understand why "other people seeing your mod" is such a big deal to some people. Mods aren't some product you're shipping to store shelves, they're a labour of love for the game and should be something that the mod author wants to see in the game. Why care what other people think about your personal changes?

Modding is both a labor of love and recognition...

While I loved modding, it really helps to have positive feedback and acceptance from the overall community. Keep in mind that for the time investment alone is 3-5 man years for 4th-D / 4DC. That takes real commitment, focus and sacrifice. Unfortunately community acceptance was lacking and thus the 4DC team quietly parted ways.

Tanksy wrote:Orbital Wars is a really "meh" made mod and one I've been working on improvements to for a while.

There is no actual "Orbital" layer as far as I can tell, and no way of setting units to only be targetable by units that can target that layer. So it's a little disappointing. I've checked the files for the Novax satellite and that simply flies in the air at a much higher elevation than other air units and has the "UNTARGETABLE" category. I've so far managed to make Spaceships unable to engage air units, and vice-versa, so I can begin implementing the unfinished orbital fighters burried in the mod files. But I have no luck so far in telling Anti-Air turrets that Spaceships shouldn't be considered an Air target. I've even removed all the Air categories and made Spaceships strictly built on the Orbital layer (The only ever time this "layer" appears to be mentioned is in the Build Caps. Which doesn't seem to actually affect anything at all ever.)

It is possible to differentiate between unit types by setting a unique Category within the unit blueprint. Then you can set this category within all other units blueprint/weapons strings to effectively omit or only target that specific category of unit.